I would be more in a case with several levels, so, a scene per level.

here is a code
http://pastebin.com/kc4PLGC0

If I click, the event will be receive by layer1 and my first sprite.
I get the following output

[Layer1] on_mouse_press
[MySprite] on_mouse_press 1

then, it replaces the scene.
if I click again, I get

[Layer2] on_mouse_press
[MySprite] on_mouse_press 2
[MySprite] on_mouse_press 1

The event it still handled by the sprite from scene1. layer1 behave
well. Only issue with the sprite.

By the way, I always post the samples (if too long) to pastebin, is it
find ? do people prefer that we post everything in the message ?


On Feb 28, 8:55 pm, claudio canepa <[email protected]> wrote:
> On Tue, Feb 28, 2012 at 12:58 PM, Philippe <[email protected]> wrote:
> > Hello,
>
> > When I have several scene in cocos.
> > Should I create all of them at start, if possible, and simply play
> > with the director.replace() ?
> > Or is it recommanded to create a scene when needed, destroy it when
> > pushing a new one, and the re-create it if necessary ?
>
> The typical game has some light scenes (menu options, etc) and one heavy
> scene, the game scene. There, I would use the style with simpler code,
> which usually means create when needed and don't care if some scene is in
> the stack.
> A common case is a main menu scene that pushes the game scene.
>
> > I used to create them all at start. But, then, even if a new scene is
>
> running, another one receives the mouse event (layers or sprites).
>
> That is not expected behavior I would think your code misses to call super
> for the on_exit event on some node.
> Can you post some code ?
>
> > Thanks!
> > Philippe
>
> claudio
>
> --

-- 
You received this message because you are subscribed to the Google Groups 
"cocos2d discuss" group.
To post to this group, send email to [email protected].
To unsubscribe from this group, send email to 
[email protected].
For more options, visit this group at 
http://groups.google.com/group/cocos-discuss?hl=en.

Reply via email to